*
* A query will be identified by the gmrId and offset of the guestResult
* member. If the device can't find an SVGA_3D_CMD_END_QUERY that has
- * been sent previously with an indentical gmrId and offset, it will
+ * been sent previously with an identical gmrId and offset, it will
* effectively end all queries with an identical type issued with the
* same cid, and the SVGA3dQueryResult structure pointed to by
* guestResult will not be written to. This property can be used to
* If this cap is present, the provokingVertexLast field in the
* rasterizer state is enabled. (Guests can then set it to FALSE,
* meaning that the first vertex is the provoking vertex, or TRUE,
- * meaning that the last verteix is the provoking vertex.)
+ * meaning that the last vertex is the provoking vertex.)
*
* If this cap is FALSE, then guests should set the provokingVertexLast
* to FALSE, otherwise rendering behavior is undefined.
* reused.
*
* SVGA_CAP_CMD_BUFFERS_2 --
- * Enable support for the prepend command buffer submision
+ * Enable support for the prepend command buffer submission
* registers. SVGA_REG_CMD_PREPEND_LOW and
* SVGA_REG_CMD_PREPEND_HIGH.
*
*
* 1. If the guest wishes to fully sync (drain) the FIFO,
* it will write once to SYNC then poll on the BUSY
- * register. The FIFO is sync'ed once BUSY is zero.
+ * register. The FIFO is synced once BUSY is zero.
*
* 2. If the guest wants to asynchronously wake up the host,
* it will write once to SYNC without polling on BUSY.
* memory must come from the GFB. The guest is not allowed to
* access the memory and doing so will have undefined results. The
* backing store is required to be page aligned and the size is
- * padded to the next page boundry. The number of pages is:
+ * padded to the next page boundary. The number of pages is:
* (bytesPerLine * size.width * 4 + PAGE_SIZE - 1) / PAGE_SIZE
*
* The pitch in the backingStore is required to be at least large
* identically-sized region on the same or a different screen.
*
* Note that the source pixels for the COPY in this annotation are
- * sampled before applying the anqnotation's associated blit. They
+ * sampled before applying the annotation's associated blit. They
* are allowed to overlap with the blit's destination pixels.
*
* The copy source rectangle is specified the same way as the blit
/* Bitmask of depth/stencil state objects IDs */
struct util_bitmask *ds_object_id_bm;
- /* Bitmaks of input element object IDs */
+ /* Bitmask of input element object IDs */
struct util_bitmask *input_element_object_id_bm;
/* Bitmask of rasterizer object IDs */
/*
* This function is a workaround because we lack the ability to query
- * renderer's time synchornously.
+ * renderer's time synchronously.
*/
static uint64_t
svga_get_timestamp(struct pipe_context *pipe)
if (svga_have_sm5(svga) && svga->current_so && begin_so_queries) {
- /* If there are aleady active queries and we need to start a new streamout,
+ /* If there are already active queries and we need to start a new streamout,
* we need to stop the current active queries first.
*/
if (svga->in_streamout) {
tgsi_scan_shader(vs->base.tokens, &vs->base.info);
{
- /* Need to do construct a new template in case we substitued a
+ /* Need to do construct a new template in case we substituted a
* debug shader.
*/
struct pipe_shader_state tmp2 = *templ;
size = align(size, 16);
}
else {
- /* round down to mulitple of 16 (this may cause rendering problems
+ /* round down to multiple of 16 (this may cause rendering problems
* but should avoid a device error).
*/
size &= ~15;
/**
* DX spec explicitly specifies that no resource can be bound to a render
- * target view and a shader resource view simultanously.
+ * target view and a shader resource view simultaneously.
* So first check if the resource bound to this surface view collides with
* a sampler view. If so, then we will clone this surface view and its
* associated resource. We will then use the cloned surface view for
return emit_simple_instruction(emit, SVGA3DOP_LIT, insn);
}
else {
- /* D3D vs. GL semantics can be fairly easily accomodated by
+ /* D3D vs. GL semantics can be fairly easily accommodated by
* variations on this sequence.
*
* GL:
* Map a guest-backed surface.
* \param swc The winsys context
* \param surface The surface to map
- * \param flags bitmaks of PIPE_MAP_x flags
+ * \param flags bitmask of PIPE_MAP_x flags
* \param retry Whether to flush and retry the map
* \param rebind Whether to issue an immediate rebind and flush.
*
/** Have SM5 hardware? */
boolean have_sm5;
- /** To rebind resources at the beginnning of a new command buffer */
+ /** To rebind resources at the beginning of a new command buffer */
boolean need_to_rebind_resources;
boolean have_generate_mipmap_cmd;